#version 430 core
precision highp float;

out vec4 fragColor;

in vec2 texCoord;

uniform sampler2D texture01;

void main()
{
    //fragColor = vec4(1.0, 0.0, 0.0, 1.0);
    vec4 pixelColor = texture(texture01, texCoord);
    fragColor = pixelColor * vec4(1.0f, 102.0f / 255.0f, 0.0f, 1.0f);
}
